Field Type: Normal
Complexity: Moderate
Format: All
Restrictions: No sandstorm or hail, artificial water source, no diving

Indoors in a large barren white-walled room is the Normal gym of Yarnus senior. However, due to the immense power of the stash of Normal gems Yarnus has kept, the room of able to alter itself to get rid of another type. As a result, fighting type moves become *1.1 against Normal types and other resistances and weaknesses are only .9 and 1.7, respectively. If something would be neutral against an attack due to a combination, e.g. Venasaur vs Ground, it instead becomes 1.53(.9*1.7) Also, non-STAB moves gain two (2) extra BP. All moves not specified to be disallowed are allowed. Nature Power is a random type each time it is used. En for each normal mon starts at 110. Due to the bright artificial and natural light everywhere, all moves requiring light or benefiting from it take 2 less energy. Chlorophyll is activated automatically, and only goes away if Rain is summoned.

This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail.
Weak Armor (Can be enabled):

The Pokemon can loosen its worn defensive armor so that it will break off when an opponent uses a contact attack, reducing the Pokemon's Defense and increasing their Speed by one (1) stage for each hit.

This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.

Anger Point: (Innate)
When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Defiant (DW LOCKED): (Innate)
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

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Fern (Meowth) (Female)Hardy NatureType: NormalNormal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilties:Pick Up:Type: InnateThis Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.Technician: Type: InnateThis Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.(Dream World: Locked) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

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Chingling (Hope) (Female)
Bold NatureType: Psychic
Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability:Levitate: Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

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Anyway, here we are at what I can only describle as a mix of some place took from Zelda Ocarina of Time and those white-only rooms for wackos. Matezoide is facing Eternal Drifter. Two newbies in battle. Amusing.

The battle starts with Rob the Corphish using Protect to evade the toxic sludge the adorable Hope the Chingling used. Then the Chingling tries to status again, this time with hypnosis to no avail, as it missed. The light was probably too strong. Either way, Rob seizes the opportunity to use its "speed" (a terrible one but I digress) to create 3 clones with Double Team.

Finally, following her mission to status the Corphish, Hope tries Toxic again, but luck isn't in her favour, as the bright light made it miss the clones all-together. Corphish then finished to set up with a Dragon Dance.

Hax smiled for Matezoide. But its humour can swing quite a bit. Let's see how this all pans out, k?

For a chance to dissipate all the pesky clones, Eternal Drifter switches Hope for Fern and orders it to use SWIFT. But Matezoide anticipates that and orders Rob to Protect.

But the protection made Fern notices that one of the clones was moving a bit different than others and before they could mix again, she strikes with Fake Out, making the real one flinch and dissipating all the clones. I guess there is more than one way to butcher a pig (what a gross comparison).

Finally, Fern does what Hope tried to last round: it poisons Rob with Toxic. The Corphish fight back with Trump Card which, powered by the arena, deal half-decent damage.

It seems that hax has changed sides! Let's see how all of this pans out.

Meowth goes the mischievous disruptive route by using Spite to make it harder for Corphish to use Trump Card. Rob responds with Waterfall for good damage as the boosts from Dragon Dance fades out. After that Meowth goes the offensive route with Swift, taking a Trump Card in return. Same thing happens in the following turn, with the Aerial Ace preceding the Trump Card.

In the end Meowth may be able to leave its mark, but I wonder how much will it cost...

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-2hp for Corphish and -1energy for Meowth due to me forgetting Technician last turn.

Fiona was ready to fire some taunting insults, but Hope Protect itself by created loud noises, so we'll never know what was said. Then the sounds changed by more soothing ones as Hope tries some Hypnosis and it suceeded as Fiona fell asleep for 1 turn. Finally Hope goes for the longer way (and I hate it for that) by using Toxic to wither Fiona down. But the Vanillite isn't happy about it and fires an Astonish for awful damage.

If i am lucky,the powerfull winds generated by the attack,as well as the sudden temperature drop will free Fiona or at least make it more accurate due to the fact Hope is wrapping herself around my mon.....